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It's possible to use an empty bottle to reflect Phantom Ganon and Ganondorf's magic blasts back at them, similar to how the Bug-Catching Net can be used to reflect Agahnim's magic in The Legend of Zelda: A Link to the Past. Both items are used in their respective games to catch things, which are then stored in a bottle. Also like the net, there are some advantages to using the bottle: it has a slightly wider swipe and a more consistent motion than the sword.
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Attachment When the game was in later beta-stages, the buttons had different functions compared to the final release. The functions of the A and B buttons were swapped when compared to the final version; Links sword was assigned to the A button, and the B button was for action commands. Also during this period, the action-button didn't involve rolling. Instead, it was context sensitive and would trigger things like jumps in combat or get information from Navi.
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Changing tunics and using certain items while next to a Gerudo warrior can alter the color of the warrior's clothing to match a color value of an item currently equipped to Link.
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Attachment Link was able to ride Epona into Hyrule Castle Town during later beta-builds of the game. This can be seen in various pre-release trailers. Why it was removed is unknown.
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Taking out a Deku Stick near a group of butterflies and leading one away from the group will result in the butterfly turning into a Fairy.
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The bassline for the The Song of Storms sounds very similar to the bassline for the Castle Theme from Super Mario World 2: Yoshi's Island.
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Attachment The knight Link is fighting in the early Zelda 64 trailer uses the same texture as Metal Mario from Super Mario 64.
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Zelda's Lullaby sounds extremely similar to the 1976 song "Concerto for Philodendron and Pothos" by Mort Garson.
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Attachment During development, Stalfos originally had less armor and a different sword and shield, among other minor cosmetic differences.
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A glitch called the "Wrong Warp" glitch can be used to teleport the player from the Deku Tree basement to Ganon's Tower, as well as several other locations in the game. This glitch can be used to complete the game in a very short period of time.
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Attachment Epona, Link's horse, actually began as an idea discussed during development of Super Mario 64 to include a ridable horse in the game. While never included in Mario 64, the developers knew they would eventually include a horse in Ocarina of Time and planned for it from the very beginning.
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The owl that follows Link throughout his quest Spoiler:is actually the light sage Rauru.
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subdirectory_arrow_right The Legend of Zelda: Majora's Mask (Game)
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Eiji Aonuma started developing Majora's Mask because he had no interest in remaking new dungeons for Ocarina of Time's Master Quest mode.
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In early versions of the game Sheik's eyes were blue, but were changed to the red in the final version.
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In early trailers of the game Link's bombs were slightly different. They were more round and a much darker blue.
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According to an interview with Shigeru Miyamoto conducted while the game was still in development, Navi was originally intended to have romantic feelings for Link and was even jealous of Princess Zelda. Though it seems that these details were left out in the final game.
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Attachment Dark Link mimics all of the player's moves and actions (save for a few.) The amount of health he has also corresponds to the amount of Heart Containers the player has by the time they fight him, potentially making him very durable or quite weak.
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In early footage's of the game the spirit temple's boss door was a regular door instead of the huge designed door with a lock on it found in the final release.
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In early versions of the game the shooting gallery mini game had more things Link can shoot instead of just rupees. Footage shows Link shooting bombs and other targets which are not in the final version of the game.
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In order to gain access to the Master Sword, the player only needs to know the Song of Time. This is because the game's flags assume that, as the player knows and can play the Song of Time, then the player will have triggered the following:

• Gotten the Ocarina of Time
• Have all three spiritual stones

The game assumes these things because the player needs to have all 3 of the spiritual stones to trigger the cutscene in which they learn the Song of Time (which is also where the player obtains the Ocarina of Time). When playing the Song of Time, the game assumes that the player already has them.

This also extends to the Medallions as well. In order to trigger the cutscene in which Zelda gives the player the Light Arrows, as well as access to Ganon's Castle, the game only checks for the Shadow and Spirit Medallion. Even if one uses a cheat device/debug menu to remove the Light Medallion from Link's inventory it will still play the cutscene. This works because much like the Door of Time opening the game assumes things. In this instance the game assumes that the player:

• Have the Light Medallion.
• Obtained the Forest, Fire, and Water Medallion.
• Triggered the Nocturne of Shadow obtain cutscene.

The reason the games assumes these things are:

• The player is unavoidably given the Light Medallion in a cutscene, so the game has no need to check for it.
• In order to get the Shadow Medallion, the player would need to have triggered the Nocturne of Shadow cutscene, as well as having obtained the Forest, Fire and Water Medallions to trigger that cutscene, so the game doesn't check for them, as the game assumes that, as the player has the Shadow Medallion, you must have gotten them.

Since the Spirit Medallion isn't tied to getting another Medallion, or forcibly given to the player, the game also checks for it as well.
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